(1) As a general rule, the "better" the numbers you build on in the beginning, the more resources you can expect to produce and therefore you should be able to build faster. You'll notice that each number has a number of dots beneath it -- the more dots, the better chance you have that the roll. Generally, each dot represents a 3% that the specific number will be rolled on any given roll, therefore, an "5", which has four dots, has roughly a 12% chance of being rolled , while a "3" has two dots and therefore is half as likely to be rolled as a "5" on any given roll (6%). (As an aside, it's important to remember that even if four "3's" are rolled in a row, then next roll still has the same 6% chance of being another "3"). So, when choosing a spot, the more dots the better!
(2) All resoruces are important, but each resource varies in its importance based on its availability in each particular game. Generally, if a specific resource has less total dots relative to the other resources then it will likely be worth more for trading purposes. Often it is worth not choosing the numbers with the best general productivity if you can secure a monopoly on a rare resource.(3) Think about whether a particular placement leaves room for productive expansion. It may make sense to take a seemingly inferior space if it allows you room to grow to other quality spots/ports. Also keep in mind that other players may block your routes or plans. Try to think ahead by putting yourself in their position and what spot would be best for them (not for you).
Don't build roads just to build roads.
If you aren't going for the Longest Road, don't waste your resources. I see so many people that just randomly build roads with no strategy in mind. For example. building into dead ends that don't block or allow you to build settlements.
You don't have to build just to do something during your turn. There is nothing wrong with rolling the dice and then ending your turn.
I LOVE this game. I can't wait for Carcasonne!
Xaegoth wrote:Ok, question:How much emphasis should I put on buying development cards?Right now, I am purchasing about 2 cards on average a game. Should I be looking to buy more or not bothering with them unless I just have alot of extra resources?
There are a few strategies to use if you plan on going the development card route. First, if you plan on buying a few development cards, you might as well plan on going for largest army since it only takes 3 soldier cards to get the initial 2 VPs and your odds of getting a soldier card are pretty good. Second, I have won a game with only my two starting settlements by turning them into cities and strictly buying development cards; so think about how you want to proceed as early road expansion is a must if you cannot support the habit. Lastly, I have won games from late development cards with either a Victory point, Year of Plenty or Monopoly changing the tide of the game. Sometimes taking a chance on a development card when you lack the resources to do anything else can help, but once again it is a big risk that should only be used when all other options are unavailable.
So once again, invest early if you can support the habit and hopefully you get the largest army out of your efforts. Otherwise keep your resources for other investments and only purchase development cards as a last resort since you never know what you will get. Also relaize that rolling a 7 is the most common number so if your resources are getting too large and you need to dump cards, investing in a development card can never hurt if you lack the resources to do anything else of worth.
Xaegoth wrote:Thanks a lot guys.Guess, I need to learn to recognize and then adapt to the different game situations.
depot wrote:When you say hit "X" when you are done with your turn (while playing online) to speed things up, is this better than selecting the "End Turn" icon? I thought "X" gets you to your next turn without letting you trade....
I meant during your turn, press "x" (or hit end turn) when you're done (i.e., don't let the timer run down for no reason). Pressing "x" when it's not your turn will "skip to your turn", which means it will not automatically bring up the trading screen until your turn arrives.
Random tip: don't build longest road by connecting two separate smaller roads in a situation where those extra roads have no settlement building potential unless you are going to win that turn or you are trying to keepsomeone else from getting longest road and he is close to winning that turn. Otherwise, you just make yourself an early target and you wasted valuable resources that could have done something to increase your current production potential (while longest road is inherrently useless if you don't win the game with it).
Chiwotweiler: Good tips -- especially your insight into not spending resources unless you're sure they'll immediately count for something.
I would add to your thoughts -- especially in a thread about Catan strategy -- that there generally are no uniform rules for what a "correct" strategy is. You can win games without building a single city and you can win others games without building a road (I've done both). Other points:
Chiwotweiler wrote:Some general tips. I'm not a champion player, but I'm pretty good at the game. This is in addition to all the good advice above.2. Save your resources. It is simply pointless to build a road and only a road early in thr game. You're spending resources without gaining anything back. If you're building a road, you need to be doing one of these two things: follow it up with a settlement or secure a specific area for your settlement. Let's say you and another player are both racing to build on a spot 2 spaces away (very common early in the game). Say you build two roads, but the other player ends up getting there first. Now you've spent 4 resources in total and have nothing to show for it. You would've been better off building a smaller, less desirable settlement. Early in the game, I don't build any roads until I can secure a settlement at the end of them. Don't simply build roads in the first 3 or 4 rounds to spoil someone else's plans. It doesn't help you get ahead.3. Port trade often to keep your resources under 7. The 7 is the most commonly rolled number. In a 4-player game, the 7 will be rolled between every other of your turns. It could mean you might need to dump 4 or more of your cards. You're better off, if you have a LOT extra of one resource, to port trade it before you can do anything with it simply to keep at 7 cards or less. You're better off losing 4 cards and gaining a rare resource than simply losing all 4 cards and having nothing to show for it.
I disagree with #2 strongly, for the reason you list in #3 - 7 is rolled too frequently to store up resources all the time. Storing up for a road and a settlement is just too risky. Early in the game if you are sure that no one can spoil your planned settlement spot you should build the road immediately. Someone could rob you and take your only brick. Late in the game there's very little reason to save because you could potentially gain 6 resources in two rolls, then have most of it robbed away. The exception is if you don't have easy access to stone (or wheat), then not the best idea to buy dev cards when you want a city.
DreadPirateWes wrote: Chiwotweiler wrote:Some general tips. I'm not a champion player, but I'm pretty good at the game. This is in addition to all the good advice above.2. Save your resources. It is simply pointless to build a road and only a road early in thr game. You're spending resources without gaining anything back. If you're building a road, you need to be doing one of these two things: follow it up with a settlement or secure a specific area for your settlement. Let's say you and another player are both racing to build on a spot 2 spaces away (very common early in the game). Say you build two roads, but the other player ends up getting there first. Now you've spent 4 resources in total and have nothing to show for it. You would've been better off building a smaller, less desirable settlement. Early in the game, I don't build any roads until I can secure a settlement at the end of them. Don't simply build roads in the first 3 or 4 rounds to spoil someone else's plans. It doesn't help you get ahead.3. Port trade often to keep your resources under 7. The 7 is the most commonly rolled number. In a 4-player game, the 7 will be rolled between every other of your turns. It could mean you might need to dump 4 or more of your cards. You're better off, if you have a LOT extra of one resource, to port trade it before you can do anything with it simply to keep at 7 cards or less. You're better off losing 4 cards and gaining a rare resource than simply losing all 4 cards and having nothing to show for it. I disagree with #2 strongly, for the reason you list in #3 - 7 is rolled too frequently to store up resources all the time. Storing up for a road and a settlement is just too risky. Early in the game if you are sure that no one can spoil your planned settlement spot you should build the road immediately. Someone could rob you and take your only brick. Late in the game there's very little reason to save because you could potentially gain 6 resources in two rolls, then have most of it robbed away. The exception is if you don't have easy access to stone (or wheat), then not the best idea to buy dev cards when you want a city.
I agree, if you have the road in your hand you should use it, but ONLY if there is little or no risk of someone else racing you to that spot. Keep in mind that if someone has unturned development cards it may be a road building and if you're doing well or are going to a spot that a nearby player could use there may be more of a chance that you will lose the spot and the road. Finally, don't forget to consider how much wood and clay competitors may have in their hand or can easily produce.
DreadPirateWes wrote:I disagree with #2 strongly, for the reason you list in #3 - 7 is rolled too frequently to store up resources all the time. Storing up for a road and a settlement is just too risky.
I disagree with #2 strongly, for the reason you list in #3 - 7 is rolled too frequently to store up resources all the time. Storing up for a road and a settlement is just too risky.
I disagree. The Dev Cards can make or break the game. For one, properly used soldiers can garner up to 2 free resources (play Soldier, roll 7), and Largest Army is a better 2 point bonus than Longest Road because it's harder to beat even just 4 soldiers.
Yes, you need to expend resources on settlements and cities, but never underestimate Dev Cards. Oh, and there's also that chance of getting a free point.
Never buy Dev Cards to try to win a game, though. If you have 8 or 9 points, you should only be getting Dev Cards when your Largest Army is in trouble. Otherwise, you should be stockpiling resources for the City or just a settlement if you're at 9. At that point, you don't care about the Thief because at that point, you only care about ore and wheat.
Chiwotweiler wrote:Some thoughts on development cards:They are one of the least efficient items in the game. If you have the desire to buy a development card as one of your first purchases, don't (in most occasions).
IN51P1D wrote:Getting a development card in this situation is practically imperative.
Zyzomys wrote:As far as resources go I have noticed that Brick and Wood are key resources at the beginning of the game while Ore and Grain become key during the end game. Of course the difference between the beginning and the end is not always easily recognized, and the shift in game play can be subtle.
Chiwotweiler wrote:In a game either this morning or last night, I saw someone build a road towards someone else's settlement. The road literally lead to nowhere and it was not blocking anything. It was just a road built for... I dunno, for the road's sake. This was early on, before the person had built their third settlement. What was the point of this?
Chiwotweiler wrote:Appearing polite. I'm a big fan of appearing or being very friendly in the first half of the match. This is outside of talking, not cursing, etc. I'm not talking about etiquette, which I always try to follow. I'm talking about not making enemies. A sure-fire way to not do well in the game is to start picking fights. Playing a Monopoly in the first four rounds, or moving the robber always to the same player, shutting down someone's road without reason (i.e. w/o benefit to you). These are things that can put a very big target on your face.
Ray00 wrote: Zyzomys wrote:As far as resources go I have noticed that Brick and Wood are key resources at the beginning of the game while Ore and Grain become key during the end game. Of course the difference between the beginning and the end is not always easily recognized, and the shift in game play can be subtle. Yes about the wood/brick early and ore/grain later. That's why if I have to go without a resource it will usually be ore.